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[XCAFS20] Round1: CarpeGuitarrem [Bashing]/Discipline/Fire vs zhavier [Balance/Feral]/Blood

@CarpeGuitarrem

You are player one :slight_smile:

Neutral Starter:

Spark costs 0 (instead of 1)
Fruit Ninja is a 3/2 (instead of 2/2) and keeps Frenzy 1

Bashing:

Troq midband becomes topband and can deal 1 damage to any building (not just a base)
Troq midband becomes readiness, level range is 4-7 instead of 5-7
Troq maxband becomes Overpower
The Boot becomes “Trash an opposing Tech 0 or Tech I unit. Trash this card”
Intimidate changes from “Give a unit or hero -4atk until end of turn” to “Give a unit or hero -3atk/1hp until your next upkeep”
Final Smash cost reduced to 3

Discipline:

Versatile Style has these 4 abilities (improved, still costs 2):

  • Destroy an Upgrade
  • Disable a Hero, or a Unit with Flying
  • Repair 4 damage from a building
  • Your Discipline hero is a Detector until your next turn

Focus Master - Changes to 2 cost, ability becomes “All your patrollers gain +1armor”
Hero’s Monument - Daigo Stormborn has Haste in addition to his other abilities

Fire:

Jaina Midband loses the “patrolling” designation
Fire Dart costs 1 (instead of 2)
Flame Arrow costs 3 (instead of 4)
Doubleshot Archer costs 2 (instead of 3)



Green Starter:

Ironbark Treant ability becomes “-1 ATK/+1 :psblueshield: while patrolling” (rather than -2 ATK/+2 armor)
Rich Earth gains “Arrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains “tap: make a wisp””

Balance:

Midori Midband becomes “Your units with no printed abilities get +2/+1”
Circle of Life becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less)
Gemscout Owl is 1/1 (instead of 0/1. It still can’t attack)
Chameleon costs 0 (instead of 2)

Feral:

Predator Tiger gets +1 HP (5 HP instead of 4)

Blood:

Rickety Mine gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”

2 Likes

ack turns out I had the thread set on “Tracking” instead of “Watching”, so I missed the tourney start post. Sorry! I’ll have a turn up soon.

P1T1


StartingHand Workers

STARTING HAND
Bloom
Spark
Helpful Turtle
Wither
Granfalloon Flagbearer


WORKERS
Spark


NextHand

Brick Thief
Fruit Ninja
Timely Messenger
Older Brother
Tenderfoot


Discard

Helpful Turtle
Wither
Bloom


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Play Granfalloon Flagbearer - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Granfalloon Flagbearer (flagbearer) 2/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Gross. What a split. No Fruit Ninja in sight. On the bright side, Flagbearer stops Rampant Growth! So I can aim to turtle up I guess. It’s obnoxious not having any proactive spells next turn, so my plays need to be able to weather the worst that zhavier puts out. Which is actually not bad. Not being able to RG hampers Green’s ability to trade ahead on board. I can Iron Man on T3 and keep flagbearer alive. Zhavier lacks a lot of direct damage, and only Basilisk/BtF can sneak past patrollers.

@zhavier’s turn!

P2T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Rich Earth
Ironbark Treant
Verdant Tree
Playful Panda


WORKERS
Playful Panda


NextHand

Merfolk Prospector
Young Treant
Spore Shambler
Tiger Cub
Rampant Growth


Discard

Forest’s Favor
Ironbark Treant
Verdant Tree


Tech card(s)
Get Paid - ($5)
Rich Earth - ($2)
Calamandra - ($0)
Worker

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Calamandra 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Ooof, Fire definitely got some huge buffs. Well, lets see what we can manage.

P1T2


Tech StartingHand Workers

TECH
Iron Man
Iron Man


STARTING HAND
Fruit Ninja
Older Brother
Timely Messenger
Brick Thief
Tenderfoot


WORKERS
Spark
Older Brother


NextHand

Iron Man
Bloom
Helpful Turtle
Iron Man
Wither


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Brick Thief, deal 1 to your base - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (resist 1) 2/1+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Granfalloon Flagbearer (flagbearer) 2/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

My current wincons are YLD and keeping open the window for TPOS, which is not hard to do while also keeping up a competitive deck in these specs. Boot/Iron Man/Reversal are all good 3-costs here. And I can keep Flame Arrow in the deck to demolish Heroes.

@zhavier’s turn!

P2T2


Tech StartingHand Workers

TECH
Rickety Mine
Rickety Mine


STARTING HAND
Spore Shambler
Rampant Growth
Young Treant
Merfolk Prospector
Tiger Cub


WORKERS
Playful Panda
Spore Shambler


NextHand

Rickety Mine
Forest’s Favor
Verdant Tree
Ironbark Treant
Rickety Mine


Tech 2 card(s)
Get Paid - ($6)
Worker
Tech 1 - ($4)
Tiger Cub - ($2)
Cala kills Brick Thief
Midband Cala - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp 0/1
  • :target: Lookout:

In Play:

  • Rich Earth
  • Calamandra 3/4, lvl 3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Ooof, Fire definitely got some huge buffs. Well, lets see what we can manage.

P1T3


Tech StartingHand Workers

TECH
Flame Arrow
Flame Arrow


STARTING HAND
Helpful Turtle
Iron Man
Wither
Iron Man
Bloom


WORKERS
Spark
Older Brother
Wither


NextHand

Flame Arrow
Tenderfoot
Fruit Ninja
Timely Messenger


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Iron Man - ($2)
Play Helpful Turtle - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Iron Man 3/4+a
  • :psfist: Elite: Helpful Turtle (healing 1) 2/2
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Granfalloon Flagbearer (flagbearer) 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Gotta watch for tigers here. Iron Man to bulk up, but will have to have a plan for taking out a Stalking Tiger. Flame Arrow is decent once Cal dies. I think we go with that for now.

@zhavier’s turn!

P2T3


Tech StartingHand Workers

TECH
Bloodlust
Tiny Basilisk


STARTING HAND
Forest’s Favor
Verdant Tree
Ironbark Treant
Rickety Mine
Rickety Mine


WORKERS
Playful Panda
Spore Shambler
Ironbark Treant


NextHand

Merfolk Prospector
Young Treant
Rampant Growth


Discard

Forest’s Favor
Bloodlust
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker
Rickety Mine - ($5)
Rickety Mine - ($3)
Tap mines to get GOLD - ($9)
max cala - ($7)
tap fetch Predator Tiger - ($3)
Verdant Tree - ($1)
Tech Lab - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Predator Tiger 4/5+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Rich Earth
  • Calamandra 4/5, lvl 5
  • Rickety Mine :heart: 3, one ore
  • Rickety Mine :heart: 3, one ore
  • Verdant Tree :heart: 3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech Lab HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I think rickety mine is kinda nuts, gonna have fun with this.

2 Likes

P1T4


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Tenderfoot
Fruit Ninja
Timely Messenger
Flame Arrow


WORKERS
Spark
Older Brother
Wither
Tenderfoot


NextHand

Flame Arrow
Iron Man
Bloom
Brick Thief (resist 1) 2/1+a


Discard

Flame Arrow
Granfalloon Flagbearer (flagbearer) 2/2
Timely Messenger
Fruit Ninja
Lobber
Lobber


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Jaina Stormborne - ($4)
Cast Flame Arrow on Predator Tiger - ($0)
G Flagbearer trades with Predator Tiger
Helpful Turtle kills your Wisp; you gain a gold

Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Iron Man 3/4+a
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Jaina Stormborne (sparkshot) 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Helpful Turtle (healing 1) 1/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Things I forgot for: 1, Predator Tiger buff; 2, mega-Mine buff. Hasted mines are wild. But on the bright side they trash after the huge gold surplus. So all I need to do is stop this in its tracks. Granfalloon and Flame Arrow kill the tiger. I can keep Iron Man parked in SQL then, and Helpful Turtle protects Jaina for the followup Flame Arrow. We might need to trickshot TPOS to come from behind here. Focusing on weathering the storm and building up board advantage.

@zhavier’s turn!

P2T4


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Young Treant
Merfolk Prospector
Rampant Growth
Feral Strike


WORKERS
Playful Panda
Spore Shambler
Ironbark Treant
Merfolk Prospector


NextHand

Forest’s Favor
Predator Tiger
Feral Strike


Discard

Feral Strike
Tiger Cub
Rampant Growth


Tech 2 card(s)
Get Paid + Scav - ($9)
Tap both mines, kaboom, both bases take damage - ($15)
Young Treant, reshuffle Draw - ($13)
Tap Tree, Instant Tech 2 Balance (Lab is Feral) - ($9)
Tiger cub suicides on Iron Man
Feral Strike, Fetch Potent Basilisk and Fairie Dragon - ($1)
Feather rune pops Iron Man
Cala kills Jaina levels fizzle
Worker

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk 3/5+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant 0/2
  • :target: Lookout: Fairie Dragon 4/2

In Play:

  • Rich Earth
  • Verdant Tree :heart: 3
  • Calamandra 4/3, lvl 5

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Feral)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 9
2 Likes

P1T5


Tech StartingHand Workers

TECH
Rambasa Twin
Final Smash


STARTING HAND
Bloom
Brick Thief (resist 1) 2/1+a
Flame Arrow
Iron Man


WORKERS
Spark
Older Brother
Wither
Tenderfoot
Bloom


NextHand

Lobber
Iron Man 3/4+a
Fruit Ninja


Tech 2 card(s)
Get Paid, scav - ($9)
Play Iron Man - ($6)
Play Brick Thief, heal 1 from my base, deal 1 to yours - ($4)
Worker - ($3)
Build a Tower - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (resist 1) 2/1+a
  • :psfist: Elite:
  • :ps_: Scavenger: Helpful Turtle (healing 1) 1/2
  • :pschip: Technician: Iron Man 3/4
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Hmm. I could go for Tech 2 here, but then I’m soundly on the back foot. I think it’s probably better to get ready to maxband Troq and Final Smash swing around.

@zhavier’s turn!

P2T5


Tech StartingHand Workers

TECH
Wandering Mimic
Kidnapping


STARTING HAND
Forest’s Favor
Feral Strike
Predator Tiger


WORKERS
Playful Panda
Spore Shambler
Ironbark Treant
Merfolk Prospector
Predator Tiger


NextHand

Bloodlust
Feral Strike
Tiny Basilisk


Tech 2 card(s)
Get Paid + float, healing 1 - ($10)
Worker
Rich Earth Makes a wisp
Feral Strike - ($2)
Rampaging Elephant, Rampaging Elephant
Basilisk kills Brick Thief
Fairie Dragon kills Iron man
Calamandra kills Helpful Turtle
Drakk - ($0)

Float ($0)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rampaging Elephant 6/7+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Young Treant 0/2
  • :target: Lookout: Rampaging Elephant 6/7

In Play:

  • Rich Earth
  • Verdant Tree :heart: 3
  • Calamandra 4/2, lvl 5
  • Potent Basilisk 3/2
  • Fairie Dragon 4/1
  • Drakk 1/3

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Feral)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

oh okay. Yeah that’s too much for me to deal with. GG!

Starting to think everyone should’ve included Blood lol. Hasted Mines seem incredible.

I thought Mines might be good when looking at my regular deck, but this combination with Calamandra is terrifying.

1 Like

What, infinite money to fuel calamandra’s board flood? No? Too much?

:metal:

@FrozenStorm

3 Likes

That was disgusting lol, indeed perhaps trading two early techs for 8 free gold will prove our changelog to be somewhat degenerative XD

2 Likes

I did luck out on drawing both T3, and drawing a feral strike off young treant, so I doubt Ill be getting quite that much luck again.

2 Likes

I don’t want to be too hasty of a judge but I would definitely suggest that the tweak was probably better as “no haste” or “ore gives 2 gold”, because both of those seem pretty playable still without enabling the massive explosion of “spend 4 gold and 2 cards, gain 6 gold and gain 6 gold next turn”.

Either that, or have it apply more base damage to the owner. I was half-expecting to see you attempt to burn the base down, but that doesn’t seem feasible off of 2 damage.

1 Like

Yeah, I think in a less “stars align” world where Mines dealt more damage I could have feasibly base raced.